---
title: "3.13.00"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125731806/3.13.00"
format: markdown
---
Official  release Date  – 27 Mar, 2019 Download  –  Build 3.13.00   With Phoenix FD 3.13 we have focused on adding many frequently requested features and improving usability.   Faster liquid simulations   FLIP simulations are 30% faster on average and up to 2x faster on some scenes.     Fire Opacity Texture Now you can modify the Fire Opacity using textures in order to achieve more interesting shading results.     Support for Loading OpenVDB Point Data Using Maya 2018 or newer, now you can save particles simulated by Phoenix FD to VDB cache files, and also import particles from other software via VDB caches     Complete changelog:      Modulate or replace the Fire Opacity with a Texture in 'Use Own Opacity' mode    Saving of Phoenix simulated particles to OpenVDB caches from Maya 2018 and newer    Loading of OpenVDB point data for rendering using the Particle Shader for Maya 2018 and newer    Export and preview for the 'Special' grid channel, containing vorticity, pressure or various debug channels      Do not use a V-Ray license for texture sampling during simulation of Phoenix with V-Ray Next    Resimulation of the RGB channel for FLIP particles    Export of Particle Velocity for WetMap over moving geometries    Use less memory for simulation of WetMap when 'Sticky Liquid' is disabled    Grid RGB channel is now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering    Optimized volumetric rendering when Smoke Opacity is modulated by a texture    Motion Blur Interval Center support for the Particle Shader    Name new Particle Shaders "ParticleShader###" instead of "PHXFoam###"    Support for rendering Ocean Mesh from multiple cameras via Batch Render    Support for rendering Ocean Mesh with Stereoscopic camera    Show the force preview in the box of the loaded cache, if any, and in the simulation box otherwise    Updated OpenVDB from version 3 to version 5    Control for custom vertex velocity color set name for Maya Mesh mode. Can be set to 'velocity' so exported ABC files can be rendered with motion blur when loaded by VRayProxy in 3ds Max or Maya    Added the running Simulator's node name to the simulation viewport status    Renamed the Mapper's 'Time Constant' to 'Buildup Time'    Add the Light Cut-off option to the Fire Lights' rollout      Intersecting a moving obstacle with a Solid emitter left non-emitting voxels after the obstacle    Clear Inside did not clear the volume of Non-Solid emitters in Surface Force mode in the Fire/Smoke Simulator    Empty adaptive grid expanded by itself when Extra Margin was used and Expand and Don't Shrink was On    Crash with 'Simulate Air Effects' and forces affecting the 'Air' system of a Liquid Simulator, since Phoenix FD 3.04    WetMap was not equally generated over flat surfaces and might not appear on horizontal or vertical surfaces    Subsiding liquid at the front of a long moving ocean container with Motion Inertia    Fixed various issues with moving ocean containers producing disturbances and waves at their borders    Deleting a Simulator while another one was running stopped the running Simulator    Simulation restore did not go back to the last backup frame and could cause a crash, since Phoenix FD 3.12    Voxelization of a large amount of small bodies used excessive amounts of memory, since Phoenix FD 3.11    Voxelization of hundreds of geometries with very small sizes was slower on many threads compared to simulating on 1 thread    Geometry with Initial Liquid Fill which was also selected in a Source in Volume Brush or Volume Inject mode created double amount of liquid particles and this caused explosions    Particles with small size used as emitters for Liquid had random Discharge strength    Discharge Modifier Offset and Scale were not shown when the Source value was Position, Normal or Random    Modulating source's emission with a texture map caused a crash if the geometry had no UVs    Sources in Surface Force mode in Maya did not have the same strength as in 3ds Max if the Maya units were not centimeters    Crash if Vertex Color was connected to a Source's Discharge, Smoke, Temperature, Fuel or Particles    Flickering FLIP liquid mesh near emitters when Input Play Speed was below 1    Opening a saved scene with fresh Maya removed the leading slashes from a UNC cache Input path    When two or more Simulators had any overlapping walls, volumetrics weren't rendered correctly with V-Ray GPU    Crash with instanced Simulators in Volumetric Render Mode during sequence render with V-Ray GPU    Crash when rendering a scene containing any Particle Shaders with V-Ray GPU    Crash when rendering a scene containing a VolumeGrid and a Simulator with V-Ray GPU    Shading volumes using only textures still required a loaded cache file with V-Ray GPU    Volumes loaded from OpenVDB caches that contain internal rotation rendered clipped with V-Ray GPU    Volumetric Light Cache still consumed additional memory even when it should have been disabled in Progressive V-Ray rendering    Memory leak when rendering with GI and any V-Ray render elements    Slowdown of Particle Shader Bubble/Splash/Cellular rendering with linked Liquid Simulator and 'Use Light Cache', introduced in Phoenix FD 3.04    Light Select Render Element didn't work unless the Phoenix Simulator's Light Cache was disabled    Crash when attempting to start IPR in Mesh, Ocean or Cap Mesh mode with V-Ray nightly build    Ocean mesh used excessive amounts of memory when rendered with spherical panorama camera    Missing mesh polygons on the container border when rendering in Ocean Mesh mode    Flipped mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0    Crash if creating a circular dependency between a Grid Texture and a Simulator's displacement, when 'Skip the Displacement' was off    Crash during fire/smoke simulation if using a Grid Texture reading the Temperature of the same Simulator in a Mapper affecting Temperature with 'Initializer' Off    Crash when rendering nParticles with a Particle Shader with a Particle Texture attached as Color Map    Crash when rendering nParticles with the Particle Shader when there was no Simulator in the scene    Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean and there was geometry over the bottom    Voxel preview of temperature around 200 Kelvins with As Fire enabled drew bright red and pink voxels    Preview Auto reduction did not work for the Force preview    Slow timeline scrubbing even with all voxel preview channels disabled    Min-max channel range of AUR caches randomly displayed very large numbers    Rare random crashes during simulation when interacting with Maya fields    'Add Selected Lights to GPU Preview' and 'Add Selected Forces or Fields' buttons worked only when the Simulator shape was selected    Manually typing in a frame number over a #### sequence format in Maya got automatically replaced by #### again    Loading a render preset or using 'Reset to Defaults' in the Fire, Smoke Color and Smoke Opacity rollouts did not remove the textures    The Units override in Maya was not correct when set to other modes than 'from Maya'    Sequencing Simulators that have been Sequenced in another order before could hang Maya    Could not edit parameters of the Simulator through the Channel Box if the Simulator had a loaded cache file    Could not edit parameters of Maya Field nodes through the Channel Box if they were picked into the Simulator's Force Preview    Expanded Render diagrams did not save their positions and sizes    Deselecting or deleting a Simulator did not close an expanded diagram    Simulator Sequence list did not scale when resizing the Sequencing dialogues    Y/Z were swapped in the Total Cells info box under the Grid roll-out    Changing the Global Preferences Default Cache Path was not updated in the Simulator interface until the scene was saved